Total War: Three Kingdoms - The Furious Wild DLC Review & first Impressions.

Hello and welcome to my review of total war 3 kingdoms latest dlc the furious wild in this dlc we win four new playable warlords from the nanman starting in south china also features a range of 25 new units including elephant tigers and much more These factions are playable on the 190 and 194 start dates and follow the same goal of bringing the tribes together for this review.

I am going to play as lady zurong, the goddess of fire, mainly because she looks totally amazing and has access to the tigers right out of the box which is what i'm on this dlc from to be honest they could have called this dlc tiger and i would still buy it first and foremost this is a dlc expansion so the main things i am going to look for here are to make the warlords give a new and interesting playstyle do these new factions feel integrated into the bigger game? Is this downloadable content worth getting at its high price? The new factions in the furious world do not stray too far from what is already practiced in three kingdoms, each type of faction has a unique objective, for example, here with the tribes they have the gold to unite and then each warlord has a different style of play, so here we have the ability of the fire goddess that allows us to profit from our armies when it is active these change depending on when I activate it in the ear so in winter it is worse and in summer it is at its best, it is quite simple and does not seem to have much cohesion in the campaign map so far, I have not seen anything that can directly affect the amount of points you get each turn.

Something very own when trying to unite tribes, there is a new tribe union screen that gives information about each tribes and the benefits of having united them will mainly bring research and prestige with all of them and then unique bonuses like access to their special units or lifestyle bonuses, such as income increases with the new tribal factions, a new tree or branch of construction arrives, the initial decision to build is the only one you will get without branches, except in the copper and iron settlements that are branch out into levels four and five respectively, this makes for a fairly simple and lacking building tree, for example the military tree grants bonuses to all types of units issued, which seems pretty simple where it could have gone by specializing in a unit or another, which makes the game much more interesting later on, the tech tree is a welcome change to three kingdoms as a branching tree and instead replaces it with a beautiful renovation wall that can be worked on when It is deemed convenient by giving much more flexibility to pursue something you need at the moment for more immediate effects However, several steps that are decisions by which you select the one that you block from the other, which I felt was not clear enough in my first game, there are sections that lock directly until you unite all the tribes, so there is a significant amount you can do afterwards.

The main objective of the campaign is moving towards battles, we see a whole new list with the tribal factions and we have a multitude of different units to choose from, which makes a welcome change, there is a notable difference, there seems to be no cavalry on horseback.

Instead you have access to tigers and elephants which makes the battle game unique, especially with the variety of unit subclasses you can find within these, for example tigers are hybrid units as tigers they are very similar in all units with or without armor, but the handlers are fighters.

Or ranged units that make them useful once the tigers are unleashed. Elephants can be fighters or support fighters can come in different styles. s light ranged combat heavy combat much like what you would expect with cavalry and then there is support, these beasts can give useful and varied benefits on the battlefield to the beat of the drum, from resistance to fatigue until more damage is done, elephants are crucial to winning a battle and can be thrown into combat, but they are surprisingly easy to lose; there are new battle maps as well, while being in a dense jungle you would expect these battle maps to become covered in thick jungle foliage and brush, but we have struck a balance between making these maps visually appealing and really being able to play them and with the new siege maps they are great the real change between the formula grid cities of civilized china instead here we have a more natural feel with the use of natural formations of outcrops of hills and forests creating maps attractive and strategically interesting in conclusion, the furious wild is a great dlc with a wide variety of changes and new additions to answer my questions what has the warlord given you? An interesting play style, well, they feel like they are their own faction with a different flavor and style, but on the campaign map they feel very similar to what we have already had, but being able to mold the leaders to be what you want instead of having fixed classes is a big change and having a different campaign objective is great instead of fighting to lead all of China, do these factions feel embedded in the bigger game, yeah they stick to the rules who are already in place and feel like they can go toe to toe with civilized warlords and, finally, is the dlc worth its price increased in 1499? the furious wild is almost double the price of previous dlcs, which is alarming, but once you take a look at how much effort has gone into creating a dlc that works with the main 3k narrative rather than just retelling it.